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MA C135 Multiplayer Online Game Design
CATALOG COURSE DESCRIPTION
This course explores the concepts and techniques of distributed
multi-user game programming and design for electronic game production.
Topics include: the use of DirectX, Direct3D, and Win32 in multi-user game
design; network performance bottleneck issues in multi-user game design;
cooperative client/server design to optimize available bandwidth; and the
history and future projections of multi-user game design.
COURSE OBJECTIVES
Upon completing this course, the student will be able to:
- Compare standalone and multi-user game engines.
- Contrast the history and future of multi-user game design.
- Construct a basic multi-user game engine structure using Direct3D and
DirectX with
C++.
- Compare the use of stock multi-user game engines with DirectX and with
a front-end
visual game design tool in the multi-user game development process.
- Appraise the use of client/server principles in multi-user game
programming and
design, especially to optimize available bandwidth, considering network
latency, bottlenecks, and network security.
- Assess the real-time and algorithmic issues of the simulation of
physics and artificial
intelligence in multi-user game design.
- Relate the issues of developing a virtual community to support a
multi-user game.
- Evaluate existing multi-user games using consistent, well-considered
criteria.
DETAILED TOPICAL OUTLINE
- Introduction
- History of Multi-User Game Programming and Design
- Current Trends and Future Projections
- Multi-User Game Programming and Design Performance Issues
- The Network Latency Bottleneck and Solutions
- Server Overload and Distributed Servers
- Tracking Multiple User Attributes and Acceptable Synchronization
- Multi-User Game Programming and Design Techniques
- DirectX
- Direct3D
- Win32 Programming
- WindowsCE SDK
- Java
- Stock Distributed Multi-User Game Engines
- Front-End Visual Game Design Tools
- Application
- Developing a Virtual Community to Support a Multi-User Game.
- Successful Multi-user Game Features
READINGS
Tricks of the Windows Game Programming Gurus by Andre
Lamothe, MacMillian Publishing Company.
ASSIGNMENTS
- Reading Assignments: The textbook reading assignments will be
discussed in
class in order to assist the student in developing a sequential
theoretical understanding of the techniques and processes required to accomplish the
computer based laboratory assignments.
- Typical Writing Assignments: Write a critique of a commercial
multi-user
game design.
- Typical Outside Assignments: Research current trends in the
industry, or visit
a production studio and observe the processes of multi-user game design
and programming.
TYPICAL EVALUATION AND GRADING SCALE
Students will be evaluated based on critiques, game design projects,
written quizzes, and a written exam. In order to achieve a grade of "C" in
this course, the student must complete all assigned design projects.
Typical evaluation criteria may include:
Multi-User Game Critiques 10% Multi-User Game Projects 50%
Quizzes 30% Final Exam. 10% Total 100 %
A typical grading scale is:
90-100% A 80-89% B 70-79% C 60-69% D 0-59% F
10.25.2000
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Course at a
Glance |
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COURSE NUMBER
MA C135
COURSE TITLE
Multi-Player Online Game Design
Formerly Called
Multi-User Game Design
UNITS
3
TOTAL HOURS
90 total
36 lecture/54 lab
TRANSFERABILITY
A/CSU
ADVISORY
MA C133
REPEATABILITY
1 time |
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NOTICE
The course outlines contained in this site are representative of the content
taught in each course. Individual instructor outlines may vary.
Textbooks listed on this page are subject to change.
Please check with the instructor or with the college
BookNook for up-to-date
information about current textbooks used. |
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